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Bard Build Guide by devanj4

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League of Legends Build Guide Author devanj4

[7.1] Bard, The Real Carry. (Diamond)

devanj4 Last updated on December 3, 2016
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Ability Sequence

2
4
5
7
8
Ability Key Q
1
14
15
17
18
Ability Key W
3
9
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Defense: 18

5/
Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 12



Threats to Bard with this build

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Threat Champion Notes
1
Fiddlesticks Fiddle is literally the squishiest support just take out half his health level 1 with q + meep and keep kicking him while he's down. Stop his ult with yours.
Guide Top

Introduction



Trumpet Noise
Greetings Travelers,

I like Bard and supporting is my favorite role, I typically play thresh in ranked but Bard is my favorite champion to play in any other situation and this build does work for ranked, however Bard's usually best played with known teammates in skype or curse or whatever voice chat system you use.

Basically this build focuses on utility while staying in the backlines and peeling your for carries/squishies. He scales well with AP and his meeps can output a ton of harass in lane when played correctly.


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Runes



Reds:


- Taking flat magic pen will give you scaling damage and early damage aginst other support who will probably have a bit of magic resist built

Blues:


- Flat magic resist is a must for bot lane because you need some base stats to resist ganks and win trades.

Yellows:


- Armor yellows will help when you get autoed by both minions and the ADC when poking IT WILL HAPPEN.

Quints:


- Flat AP will give you lots more damage and healing because you will be leveling e second so it helps your flat heals.


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Summoner Spells



Exhaust:
- Most people take exhaust because it can be great peel or it can lockdown an escaping target I prefer to take it especially if it's in a blind game because I don't know my matchup yet.

Ignite:
- I like to take ignite on Bard if I know for sure I am going to have lots of early game kill potential and my ADC doesn't mind me taking kills.

Flash:
- Nearly everyone takes flash because it helps in like every situation, Flash Cosmic Binding meep is op.


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Skills



Passive - Traveler's Call





This is probably my favorite passive in the game, passively Bard will generate meeps that will attack the target he auto attacks. These meeps are one of Bards primary damage outputs and the second part of his passive improves their functionality. The second half of his passive is that "chimes" will spawn all throughout the map periodically. These chimes, when collected, give Bard a speed boost until hit, mana, and a small amount of experience; collecting 5 chimes upgrades Bards meeps which is a huge advantage when used correctly.

Mainly, you want to collect your meeps when you have nothing better to do, i.e. your carry went back and the lane is frozen, you are in desperate need of mana, or you have just gotten back from going base and are en route to lane or roaming.

Q - Cosmic Binding





This is Basically Bard's best ability. Bard shoots a skillshot that collides with either the first two enemies hit, or the first enemy and a wall if the binding connects with the second enemy or wall, both the enemies are stunned. This ability is Bard's second main damage ability and will amount to most of your burst because of the scaling and CC potential.

This ability is NOT easy to master, typically you want to aim for minions in lane and bounce off of their hitbox corners, but be careful when aiming at minions because you will tend to simply stun two of them instead of the intended target. Almost every time you land a stun, combine that with a meep to ensure your full poke is used.

W - Caretaker's Shrine





This is a very versatile and fun ability. Bard places a health pack on the ground that gains power over time eventually capping for a scaling max movement speed and heal amount. These packs can be destroyed by enemy champions by walking over them or consumed by allies similarly. Bard can have 3 health packs out at a time but can place them under champions for an instant minimum-effect heal.

The key to playing a good Bard game is being tricky. So when placing health packs to charge for later, try and put them in strategic spots where if enemies try and step on them, an easy cosmic binding will be in place for punishment. Typically I start this ability then place my three packs along the jungle walls where the jungler is expected to start, this can greatly improve the quality of life for your jungler and you can easily regain the mana before laning by collecting the early chimes.

E - Magical Journey





This is such a fun ability, Bard places a portal through a wall that allies and enemies can travel through, when leveled up allied movement speed is significantly faster than enemy through he portal.

This is another great tool that clever Bard players can use to get out of sticky situations or create some havoc within the enemy team. Basically whenever you use the portal for escaping enemies, they will follow. This makes it exceptionally easy to land a cosmic binding and make your escape or bait the enemy into your team. BE CAREFUL, however, when using the portal for initiation, it is telegraphed and can lead to a squishy Bards demise.

R - Tempered Fate





This ability is a long range lobbed skillshot similar to Corki's Phosphorus Bomb that will put everyone within its range in stasis, making them invulnerable for its duration. This ability also works on towers and large minions like Baron and Dragon.

This ability is a huge asset to Bard's kit but be careful not to mess up your team indirectly. I tend to use this ability to either engage or disengage, aiming to put distance in between the enemy and my team or vice versa. However, abilities like Hemoplague from Vladimir and Death Mark from Zed can seriously be ruined by a poorly or nicely timed Bard ult.


Guide Top

Items


____________________________________________________________________________________________

Early Game:



Spellthief's Edge
I typically start with with this item as it works will with my play style on Bard, poking with AP damage. Ancient Coin isn't a bad second choice but it isn't what I personally prefer.

Sightstone
A MUST FOR SUPPORTS, this item is essential for stopping ganks especially when Bard can do so much when being knowingly approached by the enemies, do yourself a favor and ward. Once you purchase Sightstone you should probably switch to the Sweeping Lens to provide ward clearing.

Boots of Mobility
These boots are so good on Bard because of the movement speed gained when collecting chimes from Traveler's Call it makes ganking, collecting more chimes, and escaping much easier as Tempered Fate doesn't remove your mobility buff.

____________________________________________________________________________________________

Mid-Game:




Banner of Command
This is an amazing support item in place of Locket of the Iron Solari. This item will give split pushing capabilities but you won't be as tanky as if you had built Locket of the Iron Solari.

Redemption
This is an interesting item. As Bard you have the ability to prolong, start and stop fights but doing so isn't that easy. Redemption can help you smooth out bad plays or make good plays great. You just need to remember how long it takes to go off and that you can use it while dead and at long range. The stats and CDR are great.


Locket of the Iron Solari
This is an amazing support item for the tanky Bard player, it has mr, health, and a nice aoe sheild active super good after Sightstone/ Frost Queen's Claim but they did just remove the CDR on it which kinda sucks.


Eye of the Watchers
This is an interesting item because it's in place of Frost Queen's Claim which can be great for chasing enemies down but it removes the slot used up by Sightstone. Typically I go for this item if I am behind and need the extra wards.


Frost Queen's Claim
This item is so good on Bard because of its initiation potential and peeling potential. It should be your second or third finished item, after Boots of Mobility. I keep this active on hand at all times for when I need to set up a quick Cosmic Binding or peel for my ADC.

____________________________________________________________________________________________

Late-Game/Situational:




Lich Bane
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
This should be your second or third finished item as it greatly increases your damage output. I would highly recommend building this before Frost Queen's Claim if stomping in lane.


Luden's Echo
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
This should be Bard's next damage item as the flat AP can greatly improve nearly all of his abilities.


Hextech Protobelt-01
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
This item is fun. Health, AP, CDR and a fun active that dmg and is a gap closer/escape.


Liandry's Torment
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
Good for health and a % current health debuff as well as some nice AP.


Zhonya's Hourglass
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
If you are rolling in money and in small amounts of danger this item can be worthwhile on Bard, I typically go for a tanky item to round my builds but a full damage AP item with small defensive stats can work just as well.


Ruby Sightstone
This should only be built with excess gold late-game as it only provides extra wards and health. Can only be bought if you didn't purchase Eye of the Watchers.


Banshee's Veil
This item is great for Bard as it will typically aid with his worst enemies, displacement CC and mages. The added shield and magic resist can save Bard when in pursuit by the APC of the other team (it happens a lot more than you'd think, trust me)


Randuin's Omen
On the other hand, if the other team is all AD and has no threatening shillshots/abilities for Bard, Randuin's Omen can be a great rounding item for survivability and stats.


Mikael's Crucible
If the enemy team has very hard and reliable CC ( Warwick, Malzahar, Leona) this is a must for supports. That active can save your team fights and prevent bas mistakes from losing games.


Zeke's Harbinger
This item is weird because it is very nice for Bard, armor, mana, CDR, and AP, but it doesn't work well with some ADCs. Typically carries like Lucian, Jinx, Ashe, Kalista, or other attack speed based carries love it. But carries like Jhin really don't get much benefit because they can't auto attack as much.


Zz'Rot Portal
This is a great late game item because it has armor magic resist and a sweet active for defending or shoving.
____________________________________________________________________________________________

Potions



I usually go for Elixir of Sorcery for the AP and true damage, but Elixir of Iron can be great for high cc games or when you need to be tanky.


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Pros / Cons



Pros:



1. Great Disengage
2. Great Engage
3. Utility
4. Fun Gameplay
5. Trumpet Noises
6. Roaming Potential
7. Early Jungle Advancement
8. Good Skins

Cons:



1. High Mana Costs
2. Hard-to-Aim Skill Shots
3. Can Take Time to Master
4. Ult Can Mess Up Teammates
5. Big Hit Box


Guide Top

I'm Done



I hope this guide was helpful this is the first guide I have ever made so please leave suggestions my summoner name is HandfulofGranola send me a message if you want questions or comment here. Like I said I haven't really played much Bard in ranked but I love him in normals. You can tell your teammates to thank me later. ;^0